<!--
/*
** Copyright (c) 2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
-->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
<title>bindAttribLocation with aliasing</title>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="8" height="8" style="width: 8px; height: 8px;"></canvas>
<script id="vertexShader" type="text/something-not-javascript">
precision mediump float;
attribute $(type_1) a_1;
attribute $(type_2) a_2;
void main() {
    gl_Position = $(gl_Position_1) + $(gl_Position_2);
}
</script>
<script>
"use strict";
description("This test verifies combinations of valid, active attribute types cannot be bound to the same location with bindAttribLocation.");
var wtu = WebGLTestUtils;
var canvas = document.getElementById("canvas");
var gl = wtu.create3DContext(canvas, {antialias: false});
var glFragmentShader = wtu.setupSimpleColorFragmentShader(gl);
var typeInfo = [
    { type: 'float',    asVec4: 'vec4(0.0, $(var), 0.0, 1.0)' },
    { type: 'vec2',     asVec4: 'vec4($(var), 0.0, 1.0)' },
    { type: 'vec3',     asVec4: 'vec4($(var), 1.0)' },
    { type: 'vec4',     asVec4: '$(var)' },
];
var maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
// Test all type combinations of a_1 and a_2.
typeInfo.forEach(function(typeInfo1) {
    typeInfo.forEach(function(typeInfo2) {
        debug('attribute_1: ' + typeInfo1.type + ' attribute_2: ' + typeInfo2.type);
        var replaceParams = {
            type_1: typeInfo1.type,
            type_2: typeInfo2.type,
            gl_Position_1: wtu.replaceParams(typeInfo1.asVec4, {var: 'a_1'}),
            gl_Position_2: wtu.replaceParams(typeInfo2.asVec4, {var: 'a_2'})
        };
        var strVertexShader = wtu.replaceParams(wtu.getScript('vertexShader'), replaceParams);
        var glVertexShader = wtu.loadShader(gl, strVertexShader, gl.VERTEX_SHADER);
        assertMsg(glVertexShader != null, "Vertex shader compiled successfully.");
        // Bind both a_1 and a_2 to the same position and verify the link fails.
        // Do so for all valid positions available.
        for (var l = 0; l < maxAttributes; l++) {
            var glProgram = gl.createProgram();
            gl.bindAttribLocation(glProgram, l, 'a_1');
            gl.bindAttribLocation(glProgram, l, 'a_2');
            gl.attachShader(glProgram, glVertexShader);
            gl.attachShader(glProgram, glFragmentShader);
            gl.linkProgram(glProgram);
            assertMsg(!gl.getProgramParameter(glProgram, gl.LINK_STATUS), "Link should fail when both types are aliased to location " + l);
        }
    });
});
var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>